This study compares VR and keyboard control of robotic arms in IoT education, suggesting VR may enhance student engagement.
This study compares immersive VR-based control systems with conventional keyboard-based control to examine the efficacy of VR interfaces for controlling robotic arms in Internet of Things (IoT) education. A 5-DOF robotic arm with MG996R servomotors and controlled by an Arduino microcontroller and Raspberry Pi wireless communication was operated by 31 third-year engineering students in hands-on experiments using both control modalities. To determine student preferences across in-person, online, and hybrid learning contexts, the study applied a mixed-methods approach that combined qualitative evaluation using open-ended questionnaires and quantitative analysis through Likert-scale surveys. First, it should be mentioned that most of the reported papers either use a robotic arm or a VR system in education. However, we are among the first to report a combination of the two. Secondly, in most cases, there are either technical papers or educational quantitative/qualitative research papers on existing technologies reported in the literature. We combine an innovative education context (robotic arm and VR), completed with a quantitative and qualitative study, making it a complete experiment. Lastly, combining qualitative with quantitative research that complement each other is an innovative aspect in itself in this field.
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Ciungan et al. (2025) studied this question.
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